Difference between revisions of "Events Timed to the Real World"

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== Consequences ==
 
== Consequences ==
 
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Having [[Events Timed to the Real World]] is an easy way to have [[Ephemeral Events]] since they easily can start and stop as the real world event does. They can easily also provide [[Encouraged Return Visits]] since as long as the events are well-known and when they occur decided well in advance, as is the case for example for holidays and major sports events, players can have easy-to-remember times when they should be play and they can be reminded of this by various sources not related to the game.
Having [[Events Timed to the Real World]] is an easy way to have [[Ephemeral Events]] since they easily can start and stop as the real world event does.
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Ephemeral Events]]
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[[Encouraged Return Visits]], [[Ephemeral Events]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 19:28, 16 February 2011

Gameplay events are initiated by specific real time events occurring.

Games that update in direct relation to the passage of time can use this to start and stop specific events so there is a clear relation to identifiable events in the real world. By having the game Events Timed to the Real World in this way, players can have reminders of when extra-ordinary events happen in the game and thereby be encouraged to play then.

Examples

Using the pattern

Enablers: Tick-Based Games; Con: Evolving Gameplay Design, Encouraged Return Visits)

Evolving Rule Sets Ephemeral Events

Real-Time Games Tick-Based Games

Extra-Game Input

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Having Events Timed to the Real World is an easy way to have Ephemeral Events since they easily can start and stop as the real world event does. They can easily also provide Encouraged Return Visits since as long as the events are well-known and when they occur decided well in advance, as is the case for example for holidays and major sports events, players can have easy-to-remember times when they should be play and they can be reminded of this by various sources not related to the game.

Relations

Can Instantiate

Encouraged Return Visits, Ephemeral Events

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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